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Usability testing and field studies
Chapter 14 Usability testing and field studies
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Usability testing Goal: to test whether the product being developed is usable by the intended user population to achieve the tasks for which it was designed Key characteristics: Controlled environment Users’ performance measures on pre-planned tasks Key data collection methods: user testing & user satisfaction questionnaire
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Usability testing User testing
Measure human performance on specific tasks, e.g. reaction time such as pressing a key when a light first appears Example of tasks: Reading different typefaces (e.g. Helvetica and Times) Navigating through different menu types (e.g. context vs. cascade) Information searching Logging of keystrokes and mouse movements, and video recordings
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Usability testing Examples of performance measures:
Time to complete a task Time to complete a task after a specified time away from the product Number and type of errors per task Number of navigations to online help or manuals Number of users making a particular error Number of users completing a task successfully
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Usability testing User satisfaction questionnaire
To find out how users feel about using the product, through asking them to rate it along a number of scales Structured or semi-structured interviews may also be conducted with users 5-12 users is an acceptable number, fewer is possible considering time and budget constraints
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Usability testing Usability laboratory Testing laboratory
Recording equipment (hand movements, facial expression, general body language, utterances) Product being tested Observation room Maybe arranged to mimic the real world setting, e.g. office environment Keep users away from normal sources of distraction
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Usability testing Usability lab can be expensive Alternatives are
Mobile usability testing equipment Remote usability testing
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Usability lab with observers watching a user & assistant
From:
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Portable equipment for use in the field
From:
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Conducting experiments in usability testing
Experiments – testing a specific hypothesis “Context menus are easier to select options from compared with cascading menus” “Reading text displayed in 12-point Helvetica font is faster than reading text displayed in 12-point Times New Roman” Hypotheses are often based on a theory or previous research findings
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Conducting experiments in usability testing
A hypothesis examines a relationship between two things, called variables An independent variable is what the investigator ‘manipulates’ (i.e. selects) A dependent variable depends on the independent variable
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Conducting experiments in usability testing
Null hypothesis Example: There is no difference between Helvetica and Times font on reading time Alternative hypothesis Example: There is a difference between the two on reading time (two-tailed hypothesis) Example: Helvetica is easier to read than Times (one-tailed hypothesis)
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Conducting experiments in usability testing
Experimental design – keep other variables constant to prevent them from influencing the findings Example: color of text and screen resolution Sometimes, an experimenter might want to investigate the relationship between two independent variables Example: age and educational background
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Considerations in experimental design
Number of independent variables Assigning a participant to which condition Different-participant design (between-subjects) Same-participant design (within-subjects) Matched-pairs design
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Experimental designs Different participants - single group of participants is allocated randomly to the experimental conditions. Same participants - all participants appear in all conditions. Matched participants - participants are matched in pairs, e.g., based on expertise, gender, etc. From:
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Different, same, matched participant design
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Field studies Field studies are done in natural settings.
The aim is to understand what users do naturally and how technology impacts them. Field studies can be used in product design to: - identify opportunities for new technology; - determine design requirements; - decide how best to introduce new technology; - evaluate technology in use. From:
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Data collection & analysis
Observation & interviews Notes, pictures, recordings Video Logging Analyzes Categorized Categories can be provided by theory Grounded theory Activity theory From:
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Key points Testing is a central part of usability testing.
Usability testing is done in controlled conditions. Usability testing is an adapted form of experimentation. Experiments aim to test hypotheses by manipulating certain variables while keeping others constant. The experimenter controls the independent variable(s) but not the dependent variable(s). There are three types of experimental design: different-participants, same- participants, & matched participants. Field studies are done in natural environments. Typically observation and interviews are used to collect field studies data. Categorization and theory-based techniques are used to analyze the data. From:
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Analytical Evaluation
Chapter 15 Analytical Evaluation
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Outline Inspections: heuristic evaluation Inspections: walkthroughs
Predictive models
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Inspections: heuristic evaluation
Experts Examine the interface of an interactive product Role-play typical users Suggest problems users would have when interacting with the product
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Heuristic evaluation Usability inspection technique
First developed by Jakob Nielsen and colleagues Experts are guided by a set of usability principles known as heuristics Experts evaluate whether user-interface elements (dialog boxes, menus, etc.) conform to the principles
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Nielsen’s Heuristics Visibility of system status
Information about what is going on Match between system and the real world Familiar terms, concepts, and conventions User control and freedom Support undo and redo Consistency and standards Words should have consistent meanings
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Nielsen’s Heuristics Error prevention Recognition rather than recall
Errors should be prevented from occurring in the first place Recognition rather than recall Reduce users’ memory load Flexibility and efficiency of use Allow users to tailor frequent actions Aesthetic and minimalist design Present relevant information
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Nielsen’s Heuristics Help users recognize, diagnose, and recover from errors Comprehensible error messages Help and documentation Provide help information – easily accessible, focus on users’ task, list concrete steps, not too large
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Heuristics Evaluators and researchers have typically developed their own heuristics Most sets of heuristics have between five and ten items Between 3 and 5 evaluators are recommended
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Turn design guidelines into heuristics - websites
Guideline (G): Avoid orphan pages Heuristic (H): Are there any orphan pages? Where do they go to? G: Avoid long pages with excessive white spaces H: Are there any long pages? Do they have lots of white space?
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Turn design guidelines into heuristics
G: Provide navigation support H: Is there any guidance, e.g. maps, navigation bar, menus, to help users find their way around the site? G: Avoid non-standard link colors H: What color is used for links? Is it blue or another color? If it is another color, is it obvious to the user that it is a hyperlink?
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Heuristics for web-based online communities
Sociability: Why should I join this community? What are the benefits for me? Does the description of the group, its name, etc. tell me about the purpose of the community and entice me to join it? Usability: How do I join (or leave) the community? What do I do? Do I have to register?
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Heuristics for web-based online communities
Sociability: Is the community safe? Are my comments treated with respect? Is my personal information secure? Usability: How do I get, read, and send messages? Is there support for newcomers? Is it clear what I should do? Can I send private messages?
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Two important aspects 1) Different types of applications need to be evaluated using different heuristics 2) The method by which they are derived needs to be reliable
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Doing heuristic evaluation
1) briefing session The experts are told what to do 2) evaluation period Each expert spends 1-2 hours independently inspecting the product, using heuristics for guidance
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Doing heuristic evaluation
2) evaluation period Take at least two passes through the interface First pass gives a feel for the flow of the interaction and the product’s scope Second pass allows the evaluator to focus on specific interface elements and to identify potential usability problems If evaluating a functioning product, specific user tasks should be used Self note-taking, thinking aloud, a second person recording notes
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Doing heuristic evaluation
3) debriefing session Discuss findings Prioritize problems Suggest solutions
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Advantages and problems
Few ethical & practical issues to consider because users not involved. Can be difficult & expensive to find experts. Best experts have knowledge of application domain & users. Biggest problems: Important problems may get missed; Many trivial problems are often identified; Experts have biases. From:
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Inspection: walkthroughs
Walking through a task with the system and noting problematic usability features Most walkthrough techniques do not involve users Pluralistic walkthroughs involve a team (users, developers, and usability specialists)
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Cognitive walkthroughs
Focus on ease of learning. Designer presents an aspect of the design & usage scenarios. Expert is told the assumptions about user population, context of use, task details. One or more experts walk through the design prototype with the scenario. Experts are guided by 3 questions. From:
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The 3 questions Will the correct action be sufficiently evident to the user? (know what to do) Will the user notice that the correct action is available? (see how to do it) Will the user associate and interpret the response from the action correctly? (understand from feedback whether the action was correct or not) As the experts work through the scenario, they note problems. From:
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Pluralistic walkthrough
Variation on the cognitive walkthrough theme. Performed by a carefully managed team. The panel of experts begins by working separately. Then there is managed discussion that leads to agreed decisions. The approach lends itself well to participatory design. From:
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Predictive models Experts use formulas to derive various measures of user performance Provide estimates of the efficiency of different systems for various kinds of tasks Well-known predictive modeling technique – GOMS – family of models Usefulness limited to systems with predictable tasks - e.g., telephone answering systems, mobiles, cell phones, etc. Based on expert error-free behavior.
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GOMS Model knowledge and cognitive processes involved when interacting with the system Goals - the state the user wants to achieve e.g., find a website. Operators - the cognitive processes & physical actions needed to attain the goals Methods - the procedures for accomplishing the goals Selection rules - decide which method to select when there is more than one. From:
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GOMS - example Goal: delete a word in a sentence Method
Using menu option 1) Recall that word to be deleted has to be highlighted 2) Recall that command is ‘cut’ 3) Recall that command ‘cut’ is in edit menu 4) Accomplish goal of selecting and executing the ‘cut’ command 5) Return with goal accomplished
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GOMS - example Method: Using delete key
1) Recall where to position cursor in relation to word to be deleted 2) Recall which key is delete key 3) Press ‘delete’ key to delete each letter 4) Return with goal accomplished
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GOMS - example Operators: Click mouse Drag cursor over text
Select menu Move cursor to command Press keyboard key
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GOMS - example Selection rules:
1. Delete text using mouse and selecting from menu if large amount of text is to be deleted 2. Delete text using delete key if small number of letters are to be deleted
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Keystroke level model Provide actual numerical predictions of user performance The keystroke model allows predictions to be made about how long it takes an expert user to perform a task.
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Response times for keystroke level operators (Card et al., 1983)
From:
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GOMS: Advantages Advantages:
Allow comparative analyses to be performed for different interfaces, prototypes, or specifications relatively easily Help make decisions about effectiveness of new products
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GOMS: Disadvantages Disadvantages: not often used for evaluation
Highly limited scope – only model computer-based tasks (routine data-entry type tasks) Only predict expert performance, not allow for errors to be modeled Only make predictions about predictable behavior
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Fitts’ Law (Fitts, 1954) Fitts’ Law predicts that the time to point at an object using a device is a function of the distance from the target object & the object’s size. The further away & the smaller the object, the longer the time to locate it and point to it. Fitts’ Law is useful for evaluating systems for which the time to locate an object is important, e.g., a cell phone, a handheld devices. From:
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Key points Expert evaluation: heuristic & walkthroughs.
Relatively inexpensive because no users. Heuristic evaluation relatively easy to learn. May miss key problems & identify false ones. Predictive models are used to evaluate systems with predictable tasks such as telephones. GOMS, Keystroke Level Model, & Fitts’ Law predict expert, error-free performance. From:
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